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Open Cities Skyrim 3.1.12


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About This File

Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time.

Requires the Unofficial Skyrim Special Edition Patch to be installed first!


What's New in Version 3.1.12

Released

Windhelm: Lowered the grave markers on the west end of the graveyard to match the USSEP 4.3.0 fix. (Bug #33097)
Windhelm: Collision marker 0010FDBF was deleted in an official patch. OCS edit to this has been removed.
Riften: Some additional navmesh cleanup work has been done.
Riften: Maul's lean marker was floating above ground. (Bug #33625)
Whiterun: The Skyforge mesh had incorrect collision materials for the stairs and the grass strips. Fix provided by jonado. (Bug #32479)

Thanks to jonado for this batch of fixes: [Bug #33055]

All: Several objects which have, over time, been corrected in USSEP have now had those corrections reflected into OCS.
Windhelm: The scene trigger in the Grey Quarter with Brunwulf and the Dark Elves was never disabled properly if the Imperials take Windhelm before this scene gets triggered normally.
Whiterun: The audience marker added by USSEP for Saadia's AI pack to watch Heimskr preach was never moved to the open worldspace.
Riften: The fishing spot marked for use in Rubbish Retrieval was not persistent, which addresses USSEP Bug #32669. At the same time, the marker in the closed space needs to be de-persisted so it won't be chosen by the quest.


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Hey I'm trying to get open cities working on vortex and even with just skyui and skyrim script extender it fails to open the game any ideas on whats going on and maybe where i can download a older version of the mod?? thanks guys

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Why was this deleted from Nexus? Even the copy of it by another person was deleted

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4 hours ago, Nuka0420 said:

Why was this deleted from Nexus? Even the copy of it by another person was deleted

Arthmoor is protesting a new update to nexus

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15 hours ago, Human F91R-8 said:

Arthmoor is protesting a new update to nexus

Honestly, I don't know Arthmoor's specific reasons behind protesting this but I'm just kinda confused about this whole mess. You'll still be able to delete files after the update (It just takes more steps and you need an actual reason behind the deletion) and deleting mods will return in (sorta) full at a later date through a revamped file system. It feels like most of the issues people have here stem from an incomplete understanding of what nexus wants to do.

I get that modder's pour their blood, sweat and tears into these (believe me, I know what it's like) but I feel like all of this anger over something that won't have a major effect seems a bit much. It feels like most people are forming into camps without understanding anything. I get that modder's want full control and why, but the downsides are a bit extreme (especially when there are instances where modder's have overreached in the name of protecting their stuff). On the opposite end of the spectrum, I get the reasons why your average user might be happy for nexus's change on content deletion (even though that would lead to modder's having less control). I feel like no one is right or wrong on this issue. It's either the modder's lose control or the users jump through hoops.

It feels like a lose-lose situation and there isn't anyone to blame.

Even the people who will blame nexus and proclaim them to be "the modding spawn of Satan" are penultimately wrong as nexus themselves aren't necessarily incorrect in doing this. This move will allow more people to use more mods and will penultimately end up with more modder's as a result. No one is "out of line", everyone has a valid reason for their actions and it just confuses me.

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3 hours ago, ASXC12 said:

Honestly, I don't know Arthmoor's specific reasons behind protesting this but I'm just kinda confused about this whole mess. You'll still be able to delete files after the update (It just takes more steps and you need an actual reason behind the deletion) and deleting mods will return in (sorta) full at a later date through a revamped file system. It feels like most of the issues people have here stem from an incomplete understanding of what nexus wants to do.

I get that modder's pour their blood, sweat and tears into these (believe me, I know what it's like) but I feel like all of this anger over something that won't have a major effect seems a bit much. It feels like most people are forming into camps without understanding anything. I get that modder's want full control and why, but the downsides are a bit extreme (especially when there are instances where modder's have overreached in the name of protecting their stuff). On the opposite end of the spectrum, I get the reasons why your average user might be happy for nexus's change on content deletion (even though that would lead to modder's having less control). I feel like no one is right or wrong on this issue. It's either the modder's lose control or the users jump through hoops.

It feels like a lose-lose situation and there isn't anyone to blame.

Even the people who will blame nexus and proclaim them to be "the modding spawn of Satan" are penultimately wrong as nexus themselves aren't necessarily incorrect in doing this. This move will allow more people to use more mods and will penultimately end up with more modder's as a result. No one is "out of line", everyone has a valid reason for their actions and it just confuses me.

This is not the place to debate this. Continued discussion here will lead to moderation.

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24 minutes ago, Sigurð Stormhand said:

This is not the place to debate this. Continued discussion here will lead to moderation.

Sorry about that. I don't intend on starting a debate; I was just expressing my frustrations (in the wrong place lol).

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Good move getting away from Nexus they shouldn't be treating modders like they are.

 

So about this mod:

Overall i'm loving it the only negative i can say about this is that the wood cutting stump in White Run is has disapeared on me.

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So, Does this download of Open Cities work on Skyrim SE? That is really all I care about.

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10 hours ago, vicpix said:

So, Does this download of Open Cities work on Skyrim SE? That is really all I care about.

Sure. I think all mods here are intended for SE. At least those 11 mods I use from here since 2017, they are all working fine with latest Skyrim SE from Steam.

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I have downloaded the mod and installed the files into my Skyrim data folder, but now when I try and load the game the Game Launcher closes and the game wont start. This seems to only be an issue with this mod, because I disabled it in the Game Launcher and the game started just fine. Does anyone have any suggestions how I can get this to work?

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Just out of curiosity, do you normally bash patch Open Cities Skyrim or no?

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I don't know why ,perhaps someone could explain me, the npc's are kind of stuck in places. all very close to eachother. How can i fix this?

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Do Someone know why im  having a lot of untextured buildings and stuff even though i download a lot of patches for this mod? i dont understand why for example there's a lot of rock and wood stuff  completely untextured and duplicated. I have also what appears to be navmesh issues in whiterun with capital whiterun expansion and jk. Hopefully some of you may help me. If this mod was still in nexus im sure i would have more probablity for someone to help me.

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18 hours ago, Luca Barbieri said:

Do Someone know why im  having a lot of untextured buildings and stuff even though i download a lot of patches for this mod? i dont understand why for example there's a lot of rock and wood stuff  completely untextured and duplicated. I have also what appears to be navmesh issues in whiterun with capital whiterun expansion and jk. Hopefully some of you may help me. If this mod was still in nexus im sure i would have more probablity for someone to help me.

I am also encountering the navmesh issues in whiterun without capital whiterun expansion. 

@Arthmoor ocswrstairswater01nohighcoll.nif for me needed to be rotated 180 degrees and translated on the Y axis about 400 units. running v3.1.6 taken from this website. I do not know if other meshes are affected ive only been to whiterun on this run. Please note I am only an amateur and do not know anything however I got lucky and managed to fix at least this 1 mesh using nifskope and a few trials and errors.

Simply letting you know in case the mod indeed has issues in its current state. Cheers!

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4 hours ago, purr3k1ng said:

I am also encountering the navmesh issues in whiterun without capital whiterun expansion. 

@Arthmoor ocswrstairswater01nohighcoll.nif for me needed to be rotated 180 degrees and translated on the Y axis about 400 units. running v3.1.6 taken from this website. I do not know if other meshes are affected ive only been to whiterun on this run. Please note I am only an amateur and do not know anything however I got lucky and managed to fix at least this 1 mesh using nifskope and a few trials and errors.

Simply letting you know in case the mod indeed has issues in its current state. Cheers!

@anonusertemporary Can you think of a reason why there's duplicated untextured building and structures in all cities? im still testing but couldn't find a solution.

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3 minutes ago, Luca Barbieri said:

@anonusertemporary I asked today to the author of open capital and he said to me that his mod is incompatible with jk and that that may be causing the issue. I haven't test it yet if that is the cause of the problem.

 

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25 minutes ago, Luca Barbieri said:

I asked today to the author of open capital and he said to me that his mod is incompatible with jk and that that may be causing the issue. I haven't test it yet if that is the cause of the problem.

I tried with and without and definitely did not encounter your issue. Id say look for patches on nexus and ensure that each patch is loaded AFTER open cities skyrim.

the only big issue I had was ocswrstairswater01nohighcoll.nif  was completely misplaced in whiterun and that was directly caused by open cities skyrim and it can be fixed with nifskope.

Try Open cities> JK skyrim> open capital > JK skyrim open cities patch.

maybe that might help you out and if you use dyndolod of course rerun it but with Open cities theres extra steps you need to read on the dyndolod manual.

Hope this potentially helps you solve your issue.

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I tried to run DynDOLOD and got an error for OpenCity, so I came here and downloaded the file, installed and ran DDLOD again, worked fine but I can't launch my game anymore, OpenCity is for the latest version of AE and I'm still running SE 1.5.97....

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No, it's for the latest version of SE, but yes, you do need to update your game. 1.5 has been outdated for over a year now.

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